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Triggers
Real-Life Zombie Simulation1.w3x
Variables
your pay
red
blue
teal
purple
yellow
orange
green
pink
gray
light blue
Creat People
Red
Blue
Teal
Purple
Yellow
Orange
Green
Pink
Gray
Light Blue
Dark Green
brown
Zombie Riots
Zombie Riots
Zombie Riots Copier
Zombie Riots Copier 2
Initilization
PassiveBrownEnemies
Corpse Removal
Open Doors
Zombie Bounty
Play Attack
Play Attack Cycle 2
Remove Weapons
Gather Wood
Scrap Cars
Return
Food
Starting Food
Drain Food
Red Starves
Blue Starves
Teal Starves
Purple Starves
Yellow Starves
Orange Starves
Green Starves
Pink Starves
Gray Starves
Light Blue Starves
Ham
Steak
Burger
Fries
Weapons
Pistol
Sniper Rifle
Shot Gun
SubMachineGun
MachineGun
Hatchet
Hammer
Cops Angry
AttackCopsEquals Bad
Cop Color
Initialy Allied
Unallyed Zombies
unnalyed nature
Bank Robing
Door One Broken
Door Two Broken
Door Three Broken
CopAutoAttack
Doors
AutoAttack1
AutoAttack2
AutoAttack3
AutoAttack4
AutoAttack5
AutoAttack6
AutoAttack7
AutoAttack8
AutoAttack9
AutoAttack10
LockDown
TurnOffAutoAttack1
TurnOffAutoAttack2
TurnOffAutoAttack3
TurnOffAutoAttack4
TurnOffAutoAttack5
TurnOffAutoAttack6
TurnOffAutoAttack7
TurnOffAutoAttack8
TurnOffAutoAttack9
TurnOffAutoAttack10
Race Track
Start
Move1
Move2
Move3
Move4
Mugger
Muggerdie
MuggerFight
Steal Cars
Steal Cars
Scrap Cars
Scrap Motor Cycle
Scrap Car
Scrap Truck
Timer
Timer Start
Zombies Start Invading
Start Cheat
Hell Zombies
Abominations
Cheat
raid
Déclencheur sans titre 001
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
AshenvaleTreeWall
destructablecode
No
ATtr
TimeZombies
timer
No
red
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player - Add 250 to Player 1 (Red) . Current gold
blue
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player - Add 250 to Player 2 (Blue) . Current gold
teal
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player - Add 250 to Player 3 (Teal) . Current gold
purple
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player - Add 250 to Player 4 (Purple) . Current gold
yellow
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player - Add 250 to Player 5 (Yellow) . Current gold
orange
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player - Add 250 to Player 6 (Orange) . Current gold
green
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player - Add 250 to Player 7 (Green) . Current gold
pink
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player - Add 250 to Player 8 (Pink) . Current gold
gray
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player - Add 250 to Player 9 (Gray) . Current gold
light blue
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Player - Add 250 to Player 10 (Light Blue) . Current gold
Red
Events
Map initialization
Conditions
(Player 1 (Red) slot status) Equal to Is playing
Actions
Unit - Create 1 . Unarmed for Player 1 (Red) at (Random point in Generate_People <gen>) facing Default building facing degrees
Camera - Pan camera for Player 1 (Red) to (Center of Generate_People <gen>) over 0 seconds
Blue
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Actions
Unit - Create 1 . Unarmed for Player 2 (Blue) at (Random point in Generate_People <gen>) facing Default building facing degrees
Camera - Pan camera for Player 2 (Blue) to (Center of Generate_People <gen>) over 0 seconds
Teal
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Actions
Unit - Create 1 . Unarmed for Player 3 (Teal) at (Random point in Generate_People <gen>) facing Default building facing degrees
Camera - Pan camera for Player 3 (Teal) to (Center of Generate_People <gen>) over 0 seconds
Purple
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Actions
Unit - Create 1 . Unarmed for Player 4 (Purple) at (Random point in Generate_People <gen>) facing Default building facing degrees
Camera - Pan camera for Player 4 (Purple) to (Center of Generate_People <gen>) over 0 seconds
Yellow
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Actions
Unit - Create 1 . Unarmed for Player 5 (Yellow) at (Random point in Generate_People <gen>) facing Default building facing degrees
Camera - Pan camera for Player 5 (Yellow) to (Center of Generate_People <gen>) over 0 seconds
Orange
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Actions
Unit - Create 1 . Unarmed for Player 6 (Orange) at (Random point in Generate_People <gen>) facing Default building facing degrees
Camera - Pan camera for Player 6 (Orange) to (Center of Generate_People <gen>) over 0 seconds
Green
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is playing
Actions
Unit - Create 1 . Unarmed for Player 7 (Green) at (Random point in Generate_People <gen>) facing Default building facing degrees
Camera - Pan camera for Player 7 (Green) to (Center of Generate_People <gen>) over 0 seconds
Pink
Events
Map initialization
Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Actions
Unit - Create 1 . Unarmed for Player 8 (Pink) at (Random point in Generate_People <gen>) facing Default building facing degrees
Camera - Pan camera for Player 8 (Pink) to (Center of Generate_People <gen>) over 0 seconds
Gray
Events
Map initialization
Conditions
(Player 9 (Gray) slot status) Equal to Is playing
Actions
Unit - Create 1 . Unarmed for Player 9 (Gray) at (Random point in Generate_People <gen>) facing Default building facing degrees
Camera - Pan camera for Player 9 (Gray) to (Center of Generate_People <gen>) over 0 seconds
Light Blue
Events
Map initialization
Conditions
(Player 10 (Light Blue) slot status) Equal to Is playing
Actions
Unit - Create 1 . Unarmed for Player 10 (Light Blue) at (Random point in Generate_People <gen>) facing Default building facing degrees
Camera - Pan camera for Player 10 (Light Blue) to (Center of Generate_People <gen>) over 0 seconds
Dark Green
Events
Map initialization
Conditions
(Player 11 (Dark Green) slot status) Equal to Is playing
Actions
Unit - Create 1 . Dame Nature for Player 11 (Dark Green) at (Random point in R__gion_028 <gen>) facing Default building facing degrees
Camera - Pan camera for Player 11 (Dark Green) to (Center of R__gion_028 <gen>) over 0 seconds
brown
Events
Map initialization
Conditions
(Player 12 (Brown) slot status) Equal to Is playing
Actions
Unit - Create 1 zombie builder for Player 12 (Brown) at (Center of zombie_spawn <gen>) facing (Position of (Triggering unit))
Zombie Riots
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All enemies of Player 12 (Brown).) and do (Pick every unit in (Units owned by Player 12 (Brown) of type Zombie) and do (Order (Picked unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Picked player).)))))
Zombie Riots Copier
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All enemies of Player 12 (Brown).) and do (Pick every unit in (Units owned by Player 12 (Brown) of type Hell Zombie) and do (Order (Picked unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Picked player).)))))
Zombie Riots Copier 2
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All enemies of Player 12 (Brown).) and do (Pick every unit in (Units owned by Player 12 (Brown) of type Abomination) and do (Order (Picked unit) to Attack-Move To.(Position of (Random unit from (Units owned by (Picked player).)))))
PassiveBrownEnemies
Events
Map initialization
Conditions
Actions
Player - Make Player 12 (Brown) treat Neutral Passive as an Enemy
Player - Make Neutral Passive treat Player 12 (Brown) as an Enemy
Player - Make Neutral Passive treat Player 1 (Red) as an Ally with shared vision
Player - Make Neutral Passive treat Player 2 (Blue) as an Ally with shared vision
Player - Make Neutral Passive treat Player 3 (Teal) as an Ally with shared vision
Player - Make Neutral Passive treat Player 4 (Purple) as an Ally with shared vision
Player - Make Neutral Passive treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Neutral Passive treat Player 6 (Orange) as an Ally with shared vision
Player - Make Neutral Passive treat Player 7 (Green) as an Ally with shared vision
Player - Make Neutral Passive treat Player 8 (Pink) as an Ally with shared vision
Player - Make Neutral Passive treat Player 9 (Gray) as an Ally with shared vision
Player - Make Neutral Passive treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Neutral Passive treat Player 11 (Dark Green) as an Ally with shared vision
Corpse Removal
Events
Unit - A unit Dies
Conditions
Actions
Wait 3.00 seconds
Unit - Remove (Triggering unit) from the game
Open Doors
Events
Map initialization
Conditions
Actions
Destructible - Open Demonic Gate 0143 <gen>
Destructible - Open Demonic Gate 0142 <gen>
Destructible - Open Demonic Gate 0227 <gen>
Destructible - Open Demonic Gate 0228 <gen>
Destructible - Open Demonic Gate 0256 <gen>
Destructible - Open Demonic Gate 0255 <gen>
Destructible - Open Demonic Gate 2348 <gen>
Destructible - Open Demonic Gate 3352 <gen>
Destructible - Open Demonic Gate 3434 <gen>
Destructible - Open Demonic Gate 3435 <gen>
Zombie Bounty
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Zombie
Actions
Player - Add 5 to (Owner of (Killing unit)) . Current gold
Play Attack
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Animation - Play Mining Equipment 0025 <gen> 's attack animation
Animation - Play Mining Equipment 0023 <gen> 's attack animation
Animation - Play Mining Equipment 0024 <gen> 's attack animation
Animation - Play Miner 0036 <gen> 's attack animation
Animation - Play Miner 0035 <gen> 's attack animation
Play Attack Cycle 2
Events
Time - Every 7.00 seconds of game time
Conditions
Actions
Animation - Play Miner 0037 <gen> 's attack animation
Animation - Play Miner 0034 <gen> 's attack animation
Remove Weapons
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Remove All Weapons (Neutral Hostile 1), (Neutral Hostile)
Actions
Unit - Replace (Triggering unit) with a Unarmed using The old unit's relative life and mana
Gather Wood
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit - Order Lumber Jack 0144 <gen> to Harvest . Ashenvale Tree Wall 0534 <gen>
Unit - Order Lumber Jack 0145 <gen> to Harvest . Ashenvale Tree Wall 0536 <gen>
Unit - Order Lumber Jack 0146 <gen> to Harvest . Ashenvale Tree Wall 0541 <gen>
Unit - Order Lumber Jack 0147 <gen> to Harvest . Ashenvale Tree Wall 0543 <gen>
Unit - Order Lumber Jack 0148 <gen> to Harvest . Ashenvale Tree Wall 0545 <gen>
Unit - Order Lumber Jack 0149 <gen> to Harvest . Ashenvale Tree Wall 0549 <gen>
Scrap Cars
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Scrap Old Cars Here!!!! Motor Cycles- $75, Cars- $150, Trucks $250 at (Center of Scrap_Cars <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Return
Events
Unit - A unit leaves Region_024 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Neutral Passive
Actions
Unit - Order (Triggering unit) to Move To . (Random point in Region_024 <gen>)
Starting Food
Events
Map initialization
Conditions
Actions
Player - Set Player 1 (Red) . Food used to 100
Player - Set Player 2 (Blue) . Food used to 100
Player - Set Player 3 (Teal) . Food used to 100
Player - Set Player 4 (Purple) . Food used to 100
Player - Set Player 5 (Yellow) . Food used to 100
Player - Set Player 6 (Orange) . Food used to 100
Player - Set Player 7 (Green) . Food used to 100
Player - Set Player 8 (Pink) . Food used to 100
Player - Set Player 9 (Gray) . Food used to 100
Player - Set Player 10 (Light Blue) . Food used to 100
Drain Food
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player - Add -1 to Player 1 (Red) . Food used
Player - Add -1 to Player 2 (Blue) . Food used
Player - Add -1 to Player 3 (Teal) . Food used
Player - Add -1 to Player 4 (Purple) . Food used
Player - Add -1 to Player 5 (Yellow) . Food used
Player - Add -1 to Player 6 (Orange) . Food used
Player - Add -1 to Player 7 (Green) . Food used
Player - Add -1 to Player 8 (Pink) . Food used
Player - Add -1 to Player 9 (Gray) . Food used
Player - Add -1 to Player 10 (Light Blue) . Food used
Red Starves
Events
Player - Player 1 (Red) 's Food used becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Kill (Picked unit))
Game - Display to (All players) the text: Red has starved to death!
Blue Starves
Events
Player - Player 2 (Blue) 's Food used becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Kill (Picked unit))
Game - Display to (All players) the text: Blue has starved to death!
Teal Starves
Events
Player - Player 3 (Teal) 's Food used becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Kill (Picked unit))
Game - Display to (All players) the text: Teal has starved to death!
Purple Starves
Events
Player - Player 4 (Purple) 's Food used becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Kill (Picked unit))
Game - Display to (All players) the text: Purple has starved to death!
Yellow Starves
Events
Player - Player 5 (Yellow) 's Food used becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Kill (Picked unit))
Game - Display to (All players) the text: Yellow has starved to death!
Orange Starves
Events
Player - Player 6 (Orange) 's Food used becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Kill (Picked unit))
Game - Display to (All players) the text: Orange has starved to death!
Green Starves
Events
Player - Player 7 (Green) 's Food used becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Kill (Picked unit))
Game - Display to (All players) the text: Green has starved to death!
Pink Starves
Events
Player - Player 8 (Pink) 's Food used becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Kill (Picked unit))
Game - Display to (All players) the text: Pink has starved to death!
Gray Starves
Events
Player - Player 9 (Gray) 's Food used becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Kill (Picked unit))
Game - Display to (All players) the text: Gray has starved to death!
Light Blue Starves
Events
Player - Player 10 (Light Blue) 's Food used becomes Less than or equal to 0.00
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Kill (Picked unit))
Game - Display to (All players) the text: Light blue has starved to death!
Ham
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ham
Actions
Player - Add 15 to (Owner of (Hero manipulating item)) . Food used
Steak
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Steak
Actions
Player - Add 30 to (Owner of (Hero manipulating item)) . Food used
Burger
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ham Burger
Actions
Player - Add 35 to (Owner of (Hero manipulating item)) . Food used
Fries
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Fries
Actions
Player - Add 3 to (Owner of (Hero manipulating item)) . Food used
Pistol
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Pistol
Actions
Unit - Replace (Hero manipulating item) with a Pistol using The old unit's relative life and mana
Sniper Rifle
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sniper Rifle
Actions
Unit - Replace (Hero manipulating item) with a Sniper Rifle using The old unit's relative life and mana
Shot Gun
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shot Gun
Actions
Unit - Replace (Hero manipulating item) with a Shot Gun using The old unit's relative life and mana
SubMachineGun
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sub-Machine Gun
Actions
Unit - Replace (Hero manipulating item) with a Sub-Machine Gun using The old unit's relative life and mana
MachineGun
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Machine Gun
Actions
Unit - Replace (Hero manipulating item) with a Machine Gun using The old unit's relative life and mana
Hatchet
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Hatchet
Actions
Unit - Replace (Hero manipulating item) with a Hatchet using The old unit's relative life and mana
Hammer
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Robber Suit
Actions
Unit - Replace (Hero manipulating item) with a Robber Suit using The old unit's relative life and mana
AttackCopsEquals Bad
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacked unit)) Equal to Neutral Hostile
Actions
Player - Make Neutral Hostile treat (Owner of (Attacking unit)) as an Enemy
Player - Make (Owner of (Attacking unit)) treat Neutral Hostile as an Enemy
Cop Color
Events
Map initialization
Conditions
Actions
Player - Change color of Neutral Hostile to Blue , Changing color of existing units
Initialy Allied
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Make Neutral Hostile treat (Picked player) as an Ally with shared vision)
Player Group - Pick every player in (All players) and do (Make (Picked player) treat Neutral Hostile as an Ally with shared vision)
Unallyed Zombies
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Player - Make Player 12 (Brown) treat Neutral Hostile as an Enemy
Player - Make Neutral Hostile treat Player 12 (Brown) as an Enemy
unnalyed nature
Events
Map initialization
Conditions
Actions
Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 2 (Blue) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 3 (Teal) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 4 (Purple) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 5 (Yellow) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 6 (Orange) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 7 (Green) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 8 (Pink) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 9 (Gray) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Enemy
Player - Make Player 11 (Dark Green) treat Neutral Passive as an Enemy
Bank Robing
Events
Unit - A unit enters Anger_Cops_Bank_Robing <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Player - Make Neutral Hostile treat (Owner of (Triggering unit)) as an Enemy
Player - Make (Owner of (Triggering unit)) treat Neutral Hostile as an Enemy
Door One Broken
Events
Destructible - Dungeon Gate 0225 <gen> dies
Conditions
Actions
Unit - Create 2 . Armed Police for Neutral Hostile at (Center of Creat_Police <gen>) facing Default building facing degrees
Door Two Broken
Events
Destructible - Dungeon Gate 0226 <gen> dies
Conditions
Actions
Unit - Create 3 . Armed Police for Neutral Hostile at (Center of Creat_Police <gen>) facing Default building facing degrees
Door Three Broken
Events
Destructible - Dungeon Gate 0224 <gen> dies
Conditions
Actions
Unit - Create 4 . Armed Police for Neutral Hostile at (Center of Creat_Police <gen>) facing Default building facing degrees
CopAutoAttack
Events
Unit - A unit enters Creat_Police <gen>
Conditions
(Owner of (Triggering unit)) Equal to Neutral Hostile
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Police_Move <gen>)
AutoAttack1
Events
Unit - A unit enters Door_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack . Demonic Gate 0255 <gen>
AutoAttack2
Events
Unit - A unit enters Door_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack . Demonic Gate 0256 <gen>
AutoAttack3
Events
Unit - A unit enters Door_3 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack . Demonic Gate 0143 <gen>
AutoAttack4
Events
Unit - A unit enters Door_4 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack . Demonic Gate 0142 <gen>
AutoAttack5
Events
Unit - A unit enters Door_5 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack . Demonic Gate 0227 <gen>
AutoAttack6
Events
Unit - A unit enters Door_6 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack . Demonic Gate 0228 <gen>
AutoAttack7
Events
Unit - A unit enters Region_010 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack . Demonic Gate 2348 <gen>
AutoAttack8
Events
Unit - A unit enters Region_015 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack . Demonic Gate 3352 <gen>
AutoAttack9
Events
Unit - A unit enters Region_017 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack . Demonic Gate 3434 <gen>
AutoAttack10
Events
Unit - A unit enters Region_018 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack . Demonic Gate 3435 <gen>
LockDown
Events
Unit - A unit enters (Playable map area)
Conditions
(Unit-type of (Triggering unit)) Equal to Zombie
Actions
Game - Display to (All players) the text: Due to the zombies being within city limits, the government has ordered a complete lockdown of the city. No one can get in or out of a building unless they use force.
Trigger - Turn on AutoAttack1 <gen>
Trigger - Turn on AutoAttack2 <gen>
Trigger - Turn on AutoAttack3 <gen>
Trigger - Turn on AutoAttack4 <gen>
Trigger - Turn on AutoAttack5 <gen>
Trigger - Turn on AutoAttack6 <gen>
Trigger - Turn on AutoAttack7 <gen>
Trigger - Turn on AutoAttack8 <gen>
Trigger - Turn on AutoAttack9 <gen>
Destructible - Close Demonic Gate 0255 <gen>
Destructible - Close Demonic Gate 0256 <gen>
Destructible - Close Demonic Gate 0143 <gen>
Destructible - Close Demonic Gate 0142 <gen>
Destructible - Close Demonic Gate 0227 <gen>
Destructible - Close Demonic Gate 0228 <gen>
Destructible - Close Demonic Gate 2348 <gen>
Destructible - Close Demonic Gate 3434 <gen>
Destructible - Close Demonic Gate 3435 <gen>
Destructible - Close Demonic Gate 3352 <gen>
Trigger - Turn off (This trigger)
TurnOffAutoAttack1
Events
Destructible - Demonic Gate 0255 <gen> dies
Conditions
Actions
Trigger - Turn off AutoAttack1 <gen>
TurnOffAutoAttack2
Events
Destructible - Demonic Gate 0256 <gen> dies
Conditions
Actions
Trigger - Turn off AutoAttack2 <gen>
TurnOffAutoAttack3
Events
Destructible - Demonic Gate 0143 <gen> dies
Conditions
Actions
Trigger - Turn off AutoAttack3 <gen>
TurnOffAutoAttack4
Events
Destructible - Demonic Gate 0142 <gen> dies
Conditions
Actions
Trigger - Turn off AutoAttack4 <gen>
TurnOffAutoAttack5
Events
Destructible - Demonic Gate 0227 <gen> dies
Conditions
Actions
Trigger - Turn off AutoAttack5 <gen>
TurnOffAutoAttack6
Events
Destructible - Demonic Gate 0228 <gen> dies
Conditions
Actions
Trigger - Turn off AutoAttack6 <gen>
TurnOffAutoAttack7
Events
Destructible - Demonic Gate 2348 <gen> dies
Conditions
Actions
Trigger - Turn off AutoAttack7 <gen>
TurnOffAutoAttack8
Events
Destructible - Demonic Gate 3352 <gen> dies
Conditions
Actions
Trigger - Turn off AutoAttack8 <gen>
TurnOffAutoAttack9
Events
Destructible - Demonic Gate 3434 <gen> dies
Conditions
Actions
Trigger - Turn off AutoAttack9 <gen>
TurnOffAutoAttack10
Events
Destructible - Demonic Gate 3435 <gen> dies
Conditions
Actions
Trigger - Turn off AutoAttack9 <gen>
Start
Events
Map initialization
Conditions
Actions
Unit - Order School Bus 0178 <gen> to Move To . (Center of Region_012 <gen>)
Unit - Order Race Car 0175 <gen> to Move To . (Center of Region_012 <gen>)
Unit - Order Race Car 0176 <gen> to Move To . (Center of Region_012 <gen>)
Unit - Order Race Car 0177 <gen> to Move To . (Center of Region_012 <gen>)
Unit - Order Race Car 0171 <gen> to Move To . (Center of Region_012 <gen>)
Unit - Order Race Car 0172 <gen> to Move To . (Center of Region_012 <gen>)
Unit - Order Race Car 0173 <gen> to Move To . (Center of Region_012 <gen>)
Unit - Order Biker 0180 <gen> to Move To . (Center of Region_012 <gen>)
Unit - Order Biker 0179 <gen> to Move To . (Center of Region_012 <gen>)
Move1
Events
Unit - A unit enters Region_012 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Neutral Passive
Actions
Unit - Order (Triggering unit) to Move To . (Random point in Region_013 <gen>)
Move2
Events
Unit - A unit enters Region_013 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Neutral Passive
Actions
Unit - Order (Triggering unit) to Move To . (Random point in Region_014 <gen>)
Move3
Events
Unit - A unit enters Region_014 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Neutral Passive
Actions
Unit - Order (Triggering unit) to Move To . (Random point in Region_011 <gen>)
Move4
Events
Unit - A unit enters Region_011 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Neutral Passive
Actions
Unit - Order (Triggering unit) to Move To . (Random point in Region_012 <gen>)
Muggerdie
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Mugger
Actions
Item - Create Robber Suit at (Position of (Dying unit))
MuggerFight
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Mugger
Actions
Unit - Order (Attacked unit) to Attack . (Attacking unit)
Steal Cars
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Hijack Car
Actions
Unit - Change ownership of (Target unit of ability being cast) to (Owner of (Casting unit)) and Change color
Scrap Motor Cycle
Events
Unit - A unit enters Scrap_Cars <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Motor Cycle
Actions
Unit - Kill (Triggering unit)
Player - Add 75 to (Owner of (Triggering unit)) . Current gold
Scrap Car
Events
Unit - A unit enters Scrap_Cars <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Car
Actions
Unit - Kill (Triggering unit)
Player - Add 150 to (Owner of (Triggering unit)) . Current gold
Scrap Truck
Events
Unit - A unit enters Scrap_Cars <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Truck
Actions
Unit - Kill (Triggering unit)
Player - Add 250 to (Owner of (Triggering unit)) . Current gold
Timer Start
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Countdown Timer - Start TimeZombies as a One-shot timer that will expire in 1500.00 seconds
Wait 2 seconds
Countdown Timer - Create a timer window for TimeZombies with title Zombies Arrive
Zombies Start Invading
Events
Time - TimeZombies expires
Conditions
Actions
Unit - Create 1 . Zombie for Player 12 (Brown) at (Center of Region_023 <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie for Player 12 (Brown) at (Center of Region_020 <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie for Player 12 (Brown) at (Center of Region_022 <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie for Player 12 (Brown) at (Center of Region_021 <gen>) facing Default building facing degrees
Unit - Create 1 . Zombie for Player 12 (Brown) at (Center of Region_019 <gen>) facing Default building facing degrees
Sound - Play Zombies_Sound_Effects <gen>
Start Cheat
Events
Player - Player 1 (Red) types a chat message containing -start (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Countdown Timer - Start TimeZombies as a One-shot timer that will expire in 5.00 seconds
Hell Zombies
Events
Time - TimeZombies expires
Conditions
Actions
Wait 500.00 seconds
Unit - Create 5 . Hell Zombie for Player 12 (Brown) at (Center of Region_020 <gen>) facing Default building facing degrees
Unit - Create 5 . Hell Zombie for Player 12 (Brown) at (Center of Region_022 <gen>) facing Default building facing degrees
Unit - Create 5 . Hell Zombie for Player 12 (Brown) at (Center of Region_021 <gen>) facing Default building facing degrees
Unit - Create 5 . Hell Zombie for Player 12 (Brown) at (Center of Region_019 <gen>) facing Default building facing degrees
Unit - Create 5 . Hell Zombie for Player 12 (Brown) at (Center of Region_023 <gen>) facing Default building facing degrees
Abominations
Events
Time - TimeZombies expires
Conditions
Actions
Wait 1000.00 seconds
Unit - Create 5 . Abomination for Player 12 (Brown) at (Center of Region_020 <gen>) facing Default building facing degrees
Unit - Create 5 . Abomination for Player 12 (Brown) at (Center of Region_022 <gen>) facing Default building facing degrees
Unit - Create 5 . Abomination for Player 12 (Brown) at (Center of Region_021 <gen>) facing Default building facing degrees
Unit - Create 5 . Abomination for Player 12 (Brown) at (Center of Region_019 <gen>) facing Default building facing degrees
Unit - Create 5 . Abomination for Player 12 (Brown) at (Center of Region_023 <gen>) facing Default building facing degrees
raid
Events
Player - Player 1 (Red) types a chat message containing -raid (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 4 Armed Police for Player 1 (Red) at (Center of Region_023 <gen>) facing (Position of (Triggering unit))
Unit Group - Order (Last created unit group) to Attack-Move To . (Random point in (Playable map area))
Unit - Create 1 Bob and Jack the Mortar Team for Player 1 (Red) at (Center of (Playable map area)) facing (Position of (Triggering unit))
Unit - Order (Last created unit) to Attack-Move To . (Random point in (Playable map area))
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